Okay, some thoughts on your ideas. But before I write anything else, I just want to state the followings: this is your project, not mine, and as such you are entitled to make judgement calls about your game's design. The bottom line will sometimes be different preferences and you, as the person who will actually put in all the hard work, should get to pick what will make the cut or not. So take everything I write with a grain of salt
About the farm site that
@Waterguy suggested, I like it and I think about doing it, but not now, probably when the core features of the game are done, then it comes as a bonus
I think a crafting system would be more appropriate for an RPG/roguelike, but a farming thing works too, as long as you remember those principles I talked about earlier:
1) Farming is not a core gameplay feature, it's a mini-game or a side thing at best and should be treated as such.
2) Whatever rewards this gives should tie in with the core gameplay feature: adventuring.
For now I'll try to develop some remarcable quests that trigger something in related NPCs, even if the player didn't get the quest from the NPC itself
Note that I spoke a lot about quests earlier. "Quests" need not be formal quests with definite objectives given by a specific NPC. I'm not a huge roguelike player but from my little experience there often are no quests, you are instead thrown somewhere and you have to figure things out and create the narrative by yourself. If I retake my orcs building a dam on the river example, you don't necessarily need to have spoken with the farmer who says "Will you please destroy the orcish dam for a hundred bucks?", maybe you just have an orcish stronghold somewhere next to a dam, you explore the place and you can decide to destroy it by yourself, which prompts a favorable response from villagers. But you might never have been formally sent there on a quest, you just took an initiative. The river might as well have overflown and wrecked the crop or destroyed a house or something, for all you know. It's a much easier way to handle "quests" in a randomized/roguelike environment, I think. Although to be fair a mix of both could be good, I guess. In any event, your idea works, it was just a comment.
Regarding the micro management, I really don't like that (not the idea, but the mechanic), I feel like its tiresome...we already fight lots of troubles regarding management daily right? haha
The player role will be something like a mercenery (with a better lore ofcourse xD) who helps the NPCs to improve the village and impact on their relationship with the player.
This works, just think ahead of the reason you have that improving the village thing with X years to do it. A mercenary doesn't sound like an official sent by the king. Then again, maybe the villagers just granted you a plot of land and give
themselves 3 years to evaluate if you are a positive influence on the village or if they give you the boot. Just think of something you like, anyway.
I decided to use the persona approach as a timescale (changing the entire daytime after some action)
Well I honestly think this is a bit weird, it's definitely not something common and I'm not sure how it'll work out but maybe it can work. It's not what I'd do but it's worth a try, I guess.
It will be possible to have NPC schedulle without worring about pathfinding (the buldings are not in their own map, they are on the town map already), and some other problems
Agreed, screw transitions and path finding. Having NPCs walk to their new destinations across the village is a nice touch but it'd definitely be a technical challenge, they might as well teleport everywhere for all you care. Just maybe have them walk to the nearest exit when they're leaving somewhere the player is because it'd be weird if they just vanished after you finished talking to them because it suddenly is the evening.
The daytime while adventuring will change at every map transition (like going from floor 1 to floor 2)
This can work if the maps are big enough and all more or less the same size I guess. I'd still have picked another way to measure (time, steps or battles), but this works too.
I'll be using (almost) fixed maps for callendar events, and spread the main people of the town across then, but they will never talk about familly in this map, so it does not matter the famillies here
I'm not 100% sure what you mean by "fixed map for calendar events". You mean if for example there is a jousting competition on the calendar, it'll always happen in the town square and the layout will always be the same? Makes sense to me if it's what you were saying. I don't see how it'd be a technical challenge to have the villagers have personalized text for these events, but villagers in Harvest Moon often talk about the event going on while attending it instead of babbling about their relationships, so it could make sense anyway.
Alas I'm not sure if they will actually reffer to each other ever... unless some part of the families are tied to each other, which is what I want to try for now
Okay, I'm honestly not sure what your skill level is, so the following is not meant to insult your intelligence if it seems obvious, but from a few comments you've made I think it could help you if I outlined two ways you could build your characters.
The first method is possibly the easiest, most flexible one but it requires some scripting know-how. For each character you create a big array variable (an array is like a box containing variables. You could have an array of arrays. For a visual example, picture a house, which is an array. In your house, you have 5 rooms, 5 more arrays. In each rooms, you have a certain amount of bookcases or whatever, new arrays. Each book case has a certain number of tablets, which have a certain number of separators, which hold books within which there are chapters, which are your end variable. It's like an information in a box in a box in a box ad infinitum, as needed. Or like the folder structure on your hard drive. Depending on languages, depending on languages they can usually be either named or numbered). So let's say we are creating a Karen array (or folder). In there, you could have the "relationship" and "dialogue" arrays and a "friendship" variable. In relationship, you could have any kind of relation you'll need for Karen: father, mother, (future)boyfriend, etc. These can either be fixed or randomly picked from other selected villagers at game start. So if the list of randomly selected boys is Rick, Stan, Moe & Jack, one of those could be picked at random and registered in karen.relationships.boyfriend (exact way to write the variable depends on the language used). karen.frienship is used to track how much she likes you, it starts at 10 and can go from 0 to 20 and is nudged by 0.05 (or whatever) everytime you do something she likes or not (might move faster or slower depending on the action, giving a flower she likes might be +0.05 but saving her father from the orc camp might be +1.5 for example). Then you have all possible dialogues for Karen in karen.dialogues. So let's take that jousting competition example, if you talk to Karen during it you could have different responses depending on other variables and her friendship level. For example, at frienship 10 (neutral), 18 (secret crush) and 6 (heavily dislikes):
karen.dialogues.events.jousting[10] = "karen.relationships.boyfriend is participating in the joust. I hope he doesn't get hurt!"
karen.dialogues.events.jousting[18] = "I'll rooting for you. Go get 'em!"
karen.dialogues.events.jousting[6] = "Meh! I hope karen.relationships.boyfriend kicks your ass!"
See how this is very flexible? You can define elements at random ahead of time and insert them in texts. Of course, the syntax is probably all wrong (I don't know JS), but it gets the point across. Also, if you are going to have like 50 possible characters, times 10-20 possible friendship levels, times all the events/places you could talk to them, it's an exponential number of texts to write ahead of time. But it's possible. And it's not like you were going to not have to write them anyway.
Second method is doing it through eventing. RPGM MV doesn't support arrays, so you'll have to use spare variables. In fact, I'm not sure variables can contain text either (Okay, both things I just said are in fact possible but you'd have to use scripts. Without scripts, to the best of my knowledge, they aren't feasible). So a scriptless way you could do this is have a few spare variables you could name as such: Karen_friendship, Karen_dialogues, etc. When you talk to an NPC at an event, a number is input in karen_dialogues and a common event named "karen_speaks" is called. For example the jousting event is worth 19900, so karen_dialogues is set to 19900. Then you add karen_friendship to it. Then in the common event you have a ginormous branching if conditionnal thing and when karen_dialogue is = 19910 (jousting competition + friendship 10), a certain text is printed. You would of course need to have a big excel spreadsheet or something to keep track of all the texts and the number they go along with for every character. I'm not 100% sure you could have for example karen_boyfriend = 12 (12 being = to Rick, for example) and use this to somehow cross reference 12 with some sort of characters database (another big if-conditionnal-branch thing) to input Rick's name in a text, though. A few tests would be required.
Using those variable tricks, you can even store likes and dislikes in advance, etc.
Anyway, just at least know that it's possible. When you're there, if you hit a snag, just ask on the forums and plenty of people will be willing to help you out with the specifics
Now the callendar... thanks to
@AcetheSuperVillain words, I think the season approach is great and I can have the season to impact in some core mechanic, like buffs and which maps are accessible
Sounds good.
About the relationship, I like
@LaFlibuste idea, I'm going to use partially, the questing influence seems amazing and I think it's fairly possible to achieve.
The points system seems be enough for developing the relationship, it wont be a very deep feature, but will be funny as each NPC will have its personality
Also sounds good. Doesn't need to be very deep. In Harvest Moon games (okay, official disclaimer: I only have played Back to Nature, the PSX Harvest Moon game, so anything I say about Harvest Moon is based on that one. Things might be different in other titles), aside from marriage the friendship system with most other villagers only ends with them sharing their favorite recipe with you. That and flavour texts that make you feel good (or bad). So, not very deep.
I won't (for now) be using player crafted stuff, maybe something like a kitchen or a lab for some buff dishes, but nothing too fancy
A crafting system would really fit awesomely in such a game. But it's also a big can of worms to open, so I can get why you're reluctant. As someone who is not going to put any effort into it, I'd say "go for it", but I'd understand you not doing so
The resources acquired will be used in NPCs for revealing new items, interactions and maybe quests (lore and background), I guess this way the player will have a reason to go back to town
I think resting and restocking would be reason enough to go back to town. Add in events to give an additional incentive and I think it works. And while going back into town, the player could use the time to work on his relationships, especially if there are little bonuses to have every now and then from it. I think you're good on that front. If you want an additional incentive: have the player's backpack have limited space, so he'll eventually have to either give up on some loot or go back more often.
Regarding the buildings, I'm reading toward the default ones related to the core RPG Maker style
Honestly you have a lot of options, either by having buildings on their own maps, have them change through events like Ace said above, I think you can even take bits of map and have some event or code place them on other maps, swap tilesets on the go, etc. So really, lots of options.
The merchant NPCs can vary as I can have lots of versions of the same map to be generated with different NPCs, I'll probabbly be limited by financial aspects (I comission an artist) but this is going to work and be random enough I guess
Commissioning an artist is all well and good, but I'd advise making do with place holders until your game is complete enough to warrant spending money on resources. There are tons of generators and free resources around to create some decent placeholders.
But honestly I think the merchants are good to be fixed so the player can look at the map and know exactly who he wants to interact with
Reading this, I understand that the shop keepers would be bland generic boring NPCs, am I right? I'm not sure I'm in favor of this, if only because it will not leave many useful jobs for the villagers that matters, making them feel artificial, useless slackers in the village. They wouldn't really be a part of its economy and life, you know? Also, a simple weapon shop sign is plenty enough to recognize the shop if you ask me, and the guy standing behind the counter will be a dead giveaway as to who the vendor is. Whether he's a bland generic useless NPC or a character that can change between play-throughs and actually matters in the village's life has very little impact on the player's ability to identify the weapon salesman in my opinion.
So on the whole, your ideas work. I feel my proposition was maybe a bit more complete but they're not SO different in the end and I agree some elements might actually represent a workload you might not be willing to take on. A randomly generating game like a roguelike is a lot of work by itself already, so it's not like it's going to be a walk in the park by any standards. You do the grunt work, you get to decide
PS: Sorry for the humongous wall of text
